Netcode is about the same as in previous Souls games. Honestly, it's probably very difficult to build good netcode for this kind of combat system. Even fighting games (closest equivalent I can think of) usually get it wrong, and they are much simpler mechanically.
If having glitches (which are obscure enough that they don't affect gameplay unless you intentionally produce them) meant that something was "amateurishly coded", then there are no non-amateur coders in the world.
Everything else you've so generally listed, Eddy, has nothing to do with coding. Well, strictly speaking, hitboxes might, but it's way more likely to be a problem with the content itself - that is, some hitboxes are poorly defined, rather than hit detection in general being faulty.
Posts like these boggle the mind at how someone can perform the mental gymnastics necessary to avoid cognitive dissonance.
You do realize what you just said? You said the netcode is usually done wrong (which implies it can be done right). Then you retreat to a strawman that no one made claim to. Finally, you try to claim Eddy wasn't talking about coding and then attempt to side-step the fact that hitboxes are in fact coding.
You basically admitted that From could code well if they weren't amateurish.
Oh, please. Like half this thread is endless hyperbole about how horrible the game is and related Codexian herpaderp, but you single
that out as a strawman? I know you are extremely upset about From ruining your precious PvP, but try to get some perspective, bro.
Part of this is probably me replying to both eddy and praetor at the same time and not separating the answers cleanly, but somehow I get the feeling you'd find a way to not understand a clear answer either. I suppose I'll try anyway. Bullet points to make it easier for you:
- If the netcode proves the "coding" to be amateurish, then it was amateurish in previous Souls games as well. I personally think this is a fairly difficult problem to solve, and very few (vaguely similar) games succeed at it. If you're interested in a more detailed discussion of the Souls networking model, I'm all for it.
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Hitboxes are not coding, in the same way models or animations are not coding, they're assets with some additional parameters (how fast an animation plays in real-time, for example).
Hit detection is an engine feature that is used to decide when an attack connects - this can be done by simply looking at collision between hitboxes, but that's not the only way. This is coding. By all counts, the hit detection in DaS2 is fine in general, but some hitboxes are poorly defined for whatever reason.
Now, being a programmer myself, maybe I just don't want to accept the general amateurishness of my profession, but, to me, poorly coded games are ones like Skyrim PC, which was compiled without safe optimization flags (thinking about that still blows my mind), or CPU-bound games which only use two cores, like some Ubisoft games or X Rebirth.
Funnily enough, Eddy didn't bring up the one obvious example of poor coding in DaS2 - certain mechanics being dependent on framerate. I could understand this in DaS1, but the second one runs unlocked on consoles as well, so I have no idea what the fuck they were thinking there.
Netcode is about the same as in previous Souls games. Honestly, it's probably very difficult to build good netcode for this kind of combat system. Even fighting games (closest equivalent I can think of) usually get it wrong, and they are much simpler mechanically.
If having glitches (which are obscure enough that they don't affect gameplay unless you intentionally produce them) meant that something was "amateurishly coded", then there are no non-amateur coders in the world.
Everything else you've so generally listed, Eddy, has nothing to do with coding. Well, strictly speaking, hitboxes might, but it's way more likely to be a problem with the content itself - that is, some hitboxes are poorly defined, rather than hit detection in general being faulty.
it's either a) the netcode is significantly worse than DaS1 and DeS or b) the hitboxes are handled very, very poorly (mind-boggingly retarded, i'd say) where your own hitbox stays behind you for like half a fucking second for the enemy to attack/a player to backstab you (which is made even worse in PvP by the usually poor From netcode). and if tying durability to FPSs is not "amateur hour", i don't know what is
and the whole clusterfuck of the game where they can't decide if they want to be a sequel to DeS or DaS, the plenty of "for the lulz" shit in it, and the incredibly idiotic implementation of Soul Memory scream "game design amateur hour"
edit: and there's the whole marketing stunt with the graphics downgrade like a month before release, the shitloads of broken promises, this whole season pass and DLC in 3 chunks one month from each other 4 months after the release, 4 months after one of the directors stated in an interview it's highly unlikely there'll be any DLCs since the game is complete... From have turned into just another game studio, doing what every other scumbag studio does, lying through their teeth for that 1% more profit
Tying durability to FPS is indeed the one obvious example of poor coding in the game. On the whole though, I'd say it's quite well made from a technical standpoint. No crashes, no game-breaking bugs, no blatantly obvious glitches, PC version runs well on crappy hardware (console ports often run like shit for no apparent reason). Only technical issues are relatively minor stuff, like it not playing well with some TVs, or defaulting to directinput controllers over xinput if given the choice.
I mean, if this is "amateurishly coded", then Troika games would be some kind of insane black hole of incompetence.
I do agree that the design is a bit all over the place, I just took issue with From's programmers getting blamed for shit that's not really their fault.